







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Spell Merchants 1.5.10T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Necromancer |
| Level / Exp | 15 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 8 on the 6th Mirth 122nd year of Ascendancy at 17:42 1 / 4Killed by Aerewyn the barrow wight at level 10 on the 2nd Summertide 122nd year of Ascendancy at 19:13 Killed by Glybrewe the stone troll at level 10 on the 1st Flare 122nd year of Ascendancy at 21:47 Killed by Eilinunne the orc corruptor at level 15 on the 7th Dusk 122nd year of Ascendancy at 06:58 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 62 (base 40) |
| Magic | 43 (base 30) |
| Willpower | 14 (base 13) |
| Cunning | 14 (base 11) |
Resources
| Life | 242/488 |
| Mana | 72/178 |
| Soul | 4/10 |
| Healing Factor | 1.3362068965517 |
| Regeneration | 0.33405172413791 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 17 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +8% |
| Temporal | +6% |
| Arcane | +5% |
| Fire | +12% |
| Lightning | +35% |
Offense: Damage Penetration
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 18 |
| Ranged Defense | 23 |
| Fatigue | 4 |
| Physical Save | 42 |
| Spell Save | 19 |
| Mental Save | 9 |
Defense: Resistances
| Temporal | + 18%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 969% for 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
Quests
You successfully escorted the lone alchemist to the recall portal on level 13 of Infinite Dungeon. Escort: lone alchemist (level 13 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 5 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by cold flames trap. Escort: lost sun paladin (level 3 of Infinite Dungeon) | failed |
You failed to protect the repented thief from death by luminous horror. Escort: repented thief (level 6 of Infinite Dungeon) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 11)You completed the challenge and received: Random Artifact: Dayravager (105% power, 3 apr) | done |
Leave the level in less than 231 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (231) (Level 10)Turns left: 42 You completed the challenge and received: Random Artifact: Shinerage (105% power, 3 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On hands | umbral dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 10 darkness Dmg.mod +5% arcane +5% darkness ----- def ----- Armour +2 Resists +11% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 34.04 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+4 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+3 eff.) Rings can have magical properties. |
| Around neck | copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
| In main hand | Urthustir (143% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Rare] Master Power 144% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Phasing +20% On Crit.r2 +8 acid While equipped: dps ---------- Phys.crit +8.0% Spell.crit +4% Crit.mult +10.00% Spell.pwr +12 (+4 eff.) Dmg.mod +35% lightning Acc +4 (+3 eff.) Apr +4 ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Phys.save +20 (+7 eff.) Die.at -80.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Pyreusher (2 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +12% fire Res.pen +25% fire Melee Ret 8 darkness ----- def ----- Armour +3 Defense +2 (+2 eff.) Phys.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Xaneyann the Morningrend (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% temporal Acc +5 (+3 eff.) Apr +6 Melee Ret 12 temporal On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+2 eff.) Resists +6% light +15% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
medical injector implant (efficiency 86% / cooldown 83%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 86% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
sun infusion (rad 6; power 21; turns 3; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (12 nature damage, 37% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 11.57 nature damage per turn for 7 turns, and reducing the target's healing received by 37%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the wizard (range 63)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
ash starstaff (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Gildatira' (115% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +18 (+6 eff.) Mind.pwr +6 (+5 eff.) Dmg.mod +17% cold ----- def ----- Phys.save +6 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+7 eff.) ---------- misc Mana/turn +0.12 Hate/m.crit +3.00 Infravis +2 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of illumination (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 61.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
elemental steel greatmaul (136% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +13% acid +10% fire +13% lightning +14% cold Massive two-handed mauls. |
steel greatsword of erosion (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 130% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature +10 temporal Massive two-handed swords. |
Gunudravor the Demonripper (158% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 mind On Hit.r1 +12 darkness On Crit.r2 +4 darkness While equipped: dps ---------- Dmg.mod +9% darkness +13% physical Res.pen +13% physical Apr +12 ----- def ----- Resists +6% mind +6% darkness Massive two-handed swords. |
truestriking blue-steel trident of daylight (123% power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Arcane/Master Power 123% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 100% Melee+ +10 light Against +13% Undead While equipped: dps ---------- Res.pen +9% physical Acc +10 (+6 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Flarehack (114% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +15 insidious poison +5 temporal +5 nature On Crit.r2 +4 light On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +20% fire Sharp, long, and deadly. |
Mayymima (140% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Arcane Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Phasing +30% Melee+ +13 lightning +12 physical On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +2.0% Acc +4 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) ---------- misc Stam/turn +0.60 Sharp, long, and deadly. |
balanced dwarven-steel waraxe (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+4 eff.) ----- def ----- Defense +8 (+5 eff.) Disarm- +20% One-handed war axes. |
dwarven-steel waraxe of shearing (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +7% physical Res.pen +7% physical Apr +8 One-handed war axes. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+6 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
psychokinetic quiver of ash arrows of vileness (17/17, 124% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Psionic Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 17 Ranged+ +9 blight +23 physical On Hit: * 14% chance to disease * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
spiked hardened leather armour of delving (3 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +6 Str dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +13% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
stralite plate armour 'Emoravena' (7 def, 13 armour)17.0 T4 massive armor Reqs Str 48 [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% temporal Melee Ret 14 physical ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Resists +5% acid +9% physical +3% temporal +12% mind +9% cold +7% fire +5% arcane +8% lightning Spell.save +18 (+9 eff.) Disarm- +29% Stun/Frz- +34% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak of Past Lives (Corpses)1.0 T1 cloak armor [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+6 eff.) This cloak's combat bonuses increase with the wearer's level. A black cloak that seems to twist and contort on its own. |
radiant rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +3% arcane +3% light ----- def ----- Armour +1 Resists +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Infinite x10
Got to level 10 of the infinite dungeon.By dsad the Ghoul Necromancer level 11
4th Flare 122nd year of Ascendancy at 16:56 see stats
Level 10
Got a character to level 10.By dsad the Ghoul Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 06:40 see stats
That was close
Killed your target while having only 1 life left.By dsad the Ghoul Necromancer level 8
6th Mirth 122nd year of Ascendancy at 16:58 see stats
The Rat Lich
Killed the terrible Rat Lich.By dsad the Ghoul Necromancer level 13
9th Flare 122nd year of Ascendancy at 15:31 see stats
Log
Dsad casts Arcane Eye.
Dsad is free from the rotting disease.
Talent Invoke Darkness is ready to use.
Impending Doom from Dsad hits Eilinunne the orc corruptor for 55 arcane damage.
Eilinunne the orc corruptor casts Blood Grasp.
You feel a surge of power as a powerful creature falls nearby.
The fabric of space around dsad stabilizes to normal.
dsad teleports some damage to Eilinunne the orc corruptor!
Eilinunne the orc corruptor's Blood Grasp hits Eilinunne the orc corruptor for 144 teleported damage.
Eilinunne the orc corruptor's Blood Grasp hits dsad for (144 teleported), 109 blight (109 total damage).
Dsad casts Invoke Darkness.
Dsad casts Create Minions.
Talent Consume Soul is ready to use.
Talent Rune: Shielding is ready to use.
Talent Arcane Eye is ready to use.
Talent Circle of Death is ready to use.
Talent Create Minions is ready to use.
Talent Impending Doom is ready to use.
Dsad picks up (n.): Gunudravor the Demonripper (158% power, 3 apr).
Dsad deactivates Blurred Mortality.
Dsad deactivates Necrotic Aura.






















































































